From the Sacred 2 Christmas Island Soundtrack
Click to Open Player!
By FlixDiablo 2 Fallen v11
Diablo 2 Fallen is a semi-conversion mod for Sacred 2 that transforms the game world, character classes, items, enemies, and many more aspects into those of Diablo 2.
D2F Development Thread D2F Release Thread D2F on SacredWiki Please read the following!
This mod requires the latest version of the Community Patch (1.60) to be installed beforehand. Do not to have any other mods installed if you're going to play D2F. None. This is a huge mod and compatibility is very limited. Item Mod 1.2a hf is already included, and custom versions of the Survival Mod, Serious Textures mod, Reduced Fog, and Elite Mounts are also integrated. Music is not included. The Music Pack is a separate download available HERE. There is a small new music patch as of Nov. 27 2016. Set "commentary" to OFF in the options menu. The characters will still speak at certain times (inventory full, accept/reject/solve quest, find unique, etc.), and all of those instances have been replaced with D2 character voices. If you don't turn commentary off you will hear a weird mix of vanilla and D2F character voices. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Detailed Install Instructions (New Users):
Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml Root folder for Steam is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold Root folder for GOG or disk version may be as simple as C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract the contents of the D2F .zip file into the "MODS" folder. There should be three folders: "Diablo 2 Fallen v11", "D2F Inferno Patch", and "D2F SuperSpawn". If using the D2F music pack, extract its contents ("music" folder) into the "pak" folder of the mod. So the structure will look like: [Diablo 2 Fallen v11/pak/music]. Run the GME and enable Diablo 2 Fallen v11. It may take a long time to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Disable before disabling the main mod. The fonts needed for the interface are located in the "pak/fonts" directory of the mod. They are three .ttf files. Right-click each one and select "Install" to install them on your system. Play with NEW characters only. Previous Users:
Disable the old version of D2F with the GME (important!) Remove the old D2F folder from your "MODS" folder. Place the new "Diablo 2 Fallen v11" folder into the "MODS" folder. Enable as usual. -Optional- "Inferno Edition" and/or "SuperSpawn" should be enabled after enabling the main mod. Disable before disabling the main mod. Play with NEW characters only. Use old characters at your own risk. Recommended - Disable Fight Music and Screen Shake in Options.txt:
Be sure to Show Hidden Files and Folders Location of Options.txt: (Windows 10/7/Vista) C:\Users\<Username>\AppData\Local\Ascaron Entertainment\Sacred 2 (Windows XP) C:\Documents and Settings\<Username>\Local Settings\Application Data\Ascaron Entertainment\Sacred 2 Search for the line "volume_group02" and change the value to 0 Search for the line "cameraShake" and change the value to 0 Thanks to:
Pesmontis for all his ideas and insight, and helping me import countless new monster and item designs. dimitrius154 for invaluable advice, contributing new models and textures, and coding. Silver Fox for scripting advice, and his work on textures, making new items, god statues, and the Druid's quest. Vampire and desm for making the French version. Wardust for hundreds of ideas on changing textures of the landscape, enemies, and the characters. steinerrr for ideas on how to increase the power and challenge of monsters. Caledor for ideas on adjusting skill effects and the inventory interface. SX255 for some Sabre Cat textures. Jordan0422 and Tharkun who did testing and provided lots of valuable feedback. The CM Patch team and all the modders who came before me, made modding tools, and showed me the way. Everyone who played the mod, posted feedback, and gave support. This mod is very much a product of the entire Sacred 2 community at DarkMatters. Thank you!
By FlixSomewhere in the world of Ancaria there is a priest who was destined to serve Gods in a remote location. He stays in his half-forgotten temple and rarely sees people except for hunters and travelling merchants who stop once in a while to make offerings to the Gods. This priest spends his free time breeding and training exotic creatures. Those rare times when he goes out of the temple, his pets usually follow him. He thinks that animals make good companions to lone travelers like him... and like you.
This mod adds new special mounts for all 7 characters. They can be purchased from a new special mount dealer deep in the Jungle. Detailed information on all the variations in mount appearance and stats can be read about in this thread on DarkMatters forums. Each character gets 4 new special mounts, with the exception of the High Elf, who gets 7 new mounts.
This mod requires the Ice and Blood expansion (or Sacred 2 Gold) and the latest Community Patch (1.50) to be installed beforehand. The CM Items Mod (optional) should be installed after the Community Patch but before anything else.
Supported languages: English, French, German, Polish, Russian, and Spanish (Spanish requires download of an additional language patch).
Installation (with no other mods installed):
Download the Jonesoft Generic Mod Enabler (GME) and install it to your Sacred 2 root folder (the main folder where Sacred 2 is installed). Mod Enabler is available HERE
After running the GME once, it will make a folder called "MODS" there.
Extract the contents of the rar file and copy the "Elite Mounts v1.10" folder into the "MODS" folder.
Run the GME and enable Elite Mounts v1.10. It may take a moment to install. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish.
The mod also comes with compatibility patches for some of the more popular Sacred 2 mods. Use the Generic Mod Enabler to activate them in the order described below.
Installation order if using other mods:
Elite Mounts Mod
Wardust's Serious Textures Mod (must be version from Sacred 2 Nexus) (ignore compatibility patch)
Enhanced Spells Mod (+ optional Challenge Mode) or Survival Mod or Llama's CM Patch Mod (choose one, these three mods are not compatible with each other)
Compatibility Patch for whichever mod you chose to install at step #3 (Llama Mod or Survival Mod ONLY, Enhanced Spells 1.3+ has built-in compatibility so no patch necessary).
This mod is NOT compatible with:
Sacred 2 Nude Mod 2016 (compatibility patch is available with the Nude Mod)
Diablo 2 Fallen (mounts are already integrated)
Any older mod not updated for CM Patch 1.50
This mod should work just fine with Fleet's Nude Skins, Reduced Fog, Przemba's Visual Mods, and any music/sound mod.
By FlixSacred 2 Enhanced Edition by Flix
Sacred 2 Enhanced Edition (S2EE) is the continuation of the Enhanced Spells mod. Because the scope of the mod now extends well beyond spells, the name has changed. This evolved from my personal mods for playing Sacred 2, as well as from my work on the Community Patch. I decided there were enough gameplay improvements and interesting changes to share it with adventurous players. The mod is a combination of fixes, redesigned balance, and cosmetic changes. S2EE is designed for the player to install one of two core modules: one with the original spells lineup, and another with the Enhanced Spells lineup. The player can then install some optional add-on modules. Currently supported languages: Enhanced Spells Version: English, French, German, Polish, Russian, Spanish. Original Spells Version: All Languages. =================================================
I HIGHLY advise NEW CHARACTERS or you may have broken quests or other odd quest behavior.
Download the Generic Mod Enabler (GME) and install it to your Sacred 2 root folder. Mod Enabler is available at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml For Steam the root folder is C:\Program Files (x86)\Steam\steamapps\common\Sacred 2 Gold For GOG or disk version, the root folder is wherever you installed the game, for example C:\Sacred 2 Gold After running the GME once, it will make a folder called "MODS" there. Extract/copy/move the contents of the compressed file into the "MODS" folder. There should be four folders and some documentation (the documentation need not be placed in the MODS folder). S2EE contains two core modules and three optional add-on modules. Choose ONE core module! Either Sacred 2 EE 2.1 - Original Spells OR Sacred 2 EE 2.1 - Enhanced Spells. Do not install both at once. Run the GME and enable your core module. The GME will back up your clean files and will allow to you to easily enable/disable the mod as you wish. - Optional - add-on modules such as Challenge Mode and SuperSpawn may should be installed afterward. One or both can be used in combination with either core module. Classic Icons should only be installed on top of the Enhanced Spells module. Do not install either of the add-on modules without one of the core modules installed first. ==================================================
This mod requires Sacred 2 + Ice & Blood expansion with the latest patch (2.65.02) installed (or simply Sacred 2 Gold). This mod additionally requires that Community Patch 1.60 be installed. No previous versions or components of the old Enhanced Spells should be installed. No mods that alter scripts will be compatible with S2EE. This includes: Diablo 2 Fallen, Nude Mods, Boss Arena, Age of Heroes, Survival Mod, Llama's Mod, Wardust's Mods, Dimitrius's Patch Addendum Mods that are known to be compatible: Music Mods, Interface Mods, Main Menu Mods, Reduced Fog, Elite Textures (either official or the unofficial "trimmed" version), and simple texture mods like Eye mod or Grass mod. =================================================
Development (Enhanced Spells module):
For detailed list of changes to combat arts, and for pictures and videos, and development info, visit this thread:
SuperSpawn multiplies the enemy spawn density across the map by a factor of 2-3x. Does not affect bosses or creatures spawned through quests. Respawn rate is not affected. Challenge Mode Features:
Critical hit damage increased from 1.2x to 2x times damage. 20% increase of T-Energy damage against the player. Chance for T-Energy to mutate enemies increased by 25%. Max speed in the game quadrupled. The player isn't faster by default, but will benefit from more Run Speed +% gear. Enemies will move faster as well. Enemy aggro range tripled. Aggro range for white (much lower level than player) enemies doubled. Boss aggro range increased by about 10%. Range for clearing the fog of war on the map is tripled (results in more enemies). Cooldown for healing potions is doubled. Slightly lower chance to get runes. Respawn rate remains vanilla (does not use lowered respawn rate from base EE). Enemies gain greater damage from attributes. Overall intensity of enemies increased by 25%. Enemy weapon and spell damage and armor significantly increased (from about 40% on bronze to over 300% on Niobium). =================================================
Not all properties of a Combat Art update dynamically in the CA tooltip text. This is a pre-existing issue in the vanilla game as well. However rest assured that all properties of Combat Arts should be clearly described in the CA description text and will appear (if applicable) in the Sigma bonus overview and/or character overview. Sonic Vortex is missing the visual effect when mounted. No known solution. Dragon's Wrath cannot go into a combo. No known solution. If you find bugs, exploits, or other issues, don't forget to let me know so I can address them. =================================================
- desm for translating the mod to French. - Shadowflare85 for translating the mod to German. - KrystianCzach243r for translating the mod to Polish. - Nikoleagle and LordKomar for translating the mod to Russian. - Deivix for translating the mod to Spanish. - Pesmontis for importing and adjusting several models. - dimitrius154 for doing programming work and other advice. - SX255 for making the new Deathly Spears icon. - Luthal for helping me work out how to handle summoned minions. - Everyone who played the mod and posted feedback. - Gogoblender and Schot for hosting this mod on DarkMatters. - Llama for making his CM Patch Mod and showing me the way into modding Sacred 2 spells.
By Silver_foxThis is a visual mod for the Community Patch that was created by LazyTomcat back in 2011. You can find its full description in the respective thread: My personal CM-Patch Mod
LazyTomcat was no longer able to keep his mod up to date, but he gave permission to share it "as is" with the community.
This mod changes the following things:
"Adornments of the Ancestors" got the graphics from "Golden Raven Mod"
"Detheya's Agility" is a little cozy bauble
"Faladal's Blizzard" got the graphics from "Diamond Ice Mod"
Healthbar in rainbow design
new make-up for Seraphim, High Elf and Dryad
Cape of "Scourge of Lordaeron" removed because of clipping bugs (not on the shot)
NOTE: LazyTomcat's mod was complied for the now outdated version of the Community Patch. It can be applied as is only to the version v120. However, most of the changes it does to the interface and textures are compatible with the later patch releases. If you are going to use it together with the latest versions of the CM patch, do not use the "scripts" folder from this mod.
By FlixCommunity Items Mod v1.2b
The Community Items Mod 1.2 is now integrated into the Community Patch 1.50. This download is a small mod that is designed to be installed on top of Sacred 2 Gold + CM Patch 1.50.
1) The mod restores some item designs that were present in the CM Items Mod 1.2 but were removed for copyright reasons (which are now resolved) when the mod was integrated into the CM Patch. This mod restores their unique designs. Without this mod the items will use generic item models from Sacred 2 (but will still function). The items with changed appearances are:
a) Torch of Light
b) Axe-Bot 2525
c) Forgotten Technology
d) Spear of the Dryads
e) The Catalyst
f) The Iron Knight
h) Soulflay Fork
2) The mod also contains a hotfix for an issue with the leg armor of the new Frozen Gems set, which flash and glow due to a script error. The error is corrected with this mod.
3) 1.2b introduces a couple fixes for the Children of Asha Set (left boot mesh spike fix, double cape mesh fix) and a fix for the Doom Guard Set (better cape weights). Updated 2/6/2017.
1) It's always best to install Sacred 2 mods with the Generic Mod Enabler (GME). It can save a lot of headaches and frustration. Get it free at http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml
2) Install the GME into your Sacred 2 root folder and run it once.
3) Place the "Item Mod 1.2b" folder into the MODS folder created by the GME.
4) Use the GME to activate this mod.
If updating from v1.2a:
Simply disable the old version with the mod enabler, delete the old folder, then enable the new 1.2b version. Install order is the same. Compatibility with other mods is the same.
This mod REQUIRES Sacred 2 Ice and Blood with the latest official patch (126.96.36.199 or 188.8.131.52) plus the latest Community Patch (1.50).
Development threads and more info:
New Dragon Mage Sets in Development
New Uniques and Legendaries Brainstorming
Thanks to my CM Items Mod team:
Silver Fox for overseeing and handling the development of v1.2. Also for his scripting, mastery of the game files, insight into item balancing and planning, attention to detail, encouragement, and his work on textures and reviewing bonuses. His modding expertise and dedication helped to make every little piece of this mod as good as it could possibly be.
Pesmontis for his crucial knowledge and tireless efforts in helping to get this project off the ground and completed, and for all his hard work editing textures and models, his kindness and endless patience, and wonderful item contributions. It would not have been possible without him.
Special thanks to:
Dimitrius154 and LazyTomcat for contributing their amazing work to the mod.
Other volunteer testers (Gilberticus, Dragon Brother, SX255).
People who offered up suggestions and requests, and contributed ideas and work to the mod: (Dragon Brother, Thorin Oakenshield, Chattius, Giberticus, SX255, Dave-O, Moonpaw).
Czevak and Dragon Brother for getting me going with starter tips on what files to edit.
LazyTomcat, Wardust, and others who made mods before me so I could follow their example.
Gogoblender and Schot for hosting this mod on Darkmatters.org
Everyone at Darkmatters who has followed the development of this mod and offered support and encouragement (especially Yoshio).
Marcus and Czevak for adding the mod to the Community Patch.
By momomoBoss Arena Mod for Sacred 2 Ice & Blood + CM Patch 0160 [updated by Flix July 2018]
This mod will add a new NPC to the MP starter island near the arena. After talking to it, it will start a boss chain quest, which includes the following bosses in 4 waves, spawning each boss one after another:
The White Griffin
Daloriel the Depraved
After each wave a confirmation at the quest giver is needed. I included these "milestones" to give the players a chance to sort their inventory, sell or stuff items away etc.
Most of these mini bosses are encountered on the map via a quest npc which basically tells you to go kill it. Thats means on top of the kill experience you get the quest experience. Each of these bosses now give additional quest experience, that also includes the forest guardian and 3 of the lords, which dont have a quest. In concequence this arena is an easy spot to farm experience and items. I created it for multiplayer games, so that the server doesnt need to be restarted for those bosses to spawn again. Right now it stops after one round, but at least you dont need to go to their locations to farm them.
Possible future version may include (incase I get that to work):
- unlimited boss runs -> no more server restarts
- main bosses in the arena (those that can be farmed in MP games without questing)
By unknowngstJuly 2018 -- Updated for compatibility with CM Patch 1.60 by Flix
The following descriptions are the same as the README.TXT included in the download)
Sacred 2 Mod: Age of Heroes V0.9c
(Changelogs will be maintained in forum thread)
1) CLIENT VERSION: Ice & Blood v2.65.x
2) CM Patch: v160
This mod *WILL NOT* replace any existing item/texture/creature/whatever.
It will only *ADD STUFF* on top of whatever already existed.
This mod is intended for Sacred 2 Original + Expansion + CM Patch v160.
Not guarantee to work if any additional mods are installed.
If this installtion doesn't work due to other mod installed, then please wait
another week or so, until I release step by step instruction to add this mod,
without conflicting with any other mod.
As the title suggested, this mod aims to fill Ancaria with heroes (the 7
playable races/classes)...you are not alone anymore!
This purpose is achieved by:
1) Spawning additional monsters throughout Ancaria, in disguise of heroes.
2) Heroes are summoned to fight alongside with you, as your minions, whenever
Godspell is casted.
Heroes will be spawned at chosen major locations throughout Ancaria.
They will be spawned with random equipments of random color and random models.
Those randomly spawned weapons and armors all have the same stats and do not
form any set bonus.
As of this release, the random equipments cover ALL model and color variation
exists in Sacred 2 + Expansion + CM Patch v130 (according to itemtypes.txt).
They will be either spawned with mount, or on-foot.
All heroes have skills that reduce dualwield penalty.
All heroes have skills that reduce mounted penalty.
All these heroes will have CHANCE to resurrect for ONCE. After all, they are
They are able to use majority of the CA, some are excluded for various reasons.
Detailed list of all CA available to all heroes can be found in "Additional
Example 1: Since AI can't switch weapons, BeeEffGee is removed because it is
just a waste of casting.
Example 2: Since AI can spam spell, those buffs that decrease regens are
Example 3: Some CA will cause bug (Instill Belief will make everyone at peace
with everyone else);
Example 4: Some CA uses up too much resources...
In this release, heroes have the following relationships:
"Good" Heroes: Seraphim, Temple Guardian, Dryad.
"Chaos" Hero: Dragon Mage.
"Evil" Heroes: Inquisitor, Shadow Warrior, High Elf.
Good heroes will attack wild monster, Evil Heroes, Chaos Hero, and Evil Player.
Chaos hero will attack everyone, except other Chaos hero.
Evil heroes will attack wild monster, Good Heroes, Chaos Hero, and Good Player.
It is *HIGHLY RECOMMENDED* that you try this mod out in BRONZE difficulty
After you tried it out in BRONZE, slowly increase the difficulty level to the
one you are able to handle.
Please, I insist...don't come crying if you lose your hardcore character! They
spam spells like crazy.
Refer to the "Spawn Location.jpg" file.
The big WHITE circle on the bottom right = Thylisium.
There are 2 RED circle, 2 GREEN circle, and 2 YELLOW circle.
One set at the middle left of the screen, another set at the upper right.
GREEN = Good heroes.
YELLOW = Chaos heroes.
RED = Evil heroes.
Notice that all the spawn locations are near Portals, for your convenience.
God Spell Heroes
God Spell is one of the least used spell...
This mod will incur the following changes to God Spell:
- All God Spells are changed to have the same effects of God Spell: Nature.
- All God Spells' cooldown is reduced from 15mins to 5mins.
- Whenever you cast God Spell, three heroes will be summoned to your side as
your minion. Seraphim + High Elf + Dyrad.
- You can control these minions by using Shift + Left Click on monsters.
- You can also change their behavior using "\" or "/" (default keys).
- They will stay with you until they are killed, or you exit game.
- They will spawn with random armors and weapons.
- They are on-foot only. (If you wish, you can make them mounted, but it
requires changing Creature.txt)
- They spam spells like spawned heroes.
- Whenever 0 out of 3 is killed, casting God Spell will not add any minion.
- Whenever 1 or 2 out of 3 is killed, casting God Spell MAYBE/MAYBE NOT add
3 minions. So it is possible to have maximum of 5 minions at a time.
- Whenever 3 out of 3 is killed, casting God Spell will certainly add 3
These minions are designed to be:
- stronger than normal monsters, but weaker than elite monsters.
- slightly higher survivability, weak damage but spam spells.
For normal/elite monsters, you alone should be strong enough already...
So, they are just there for some fun, not to help out too much.
You can just use them to slaughter normal monsters, and maybe help out
a little whenever there's some elite.
For boss battles, low survivability minions are useless, they die very quickly
after you summon them. So these minions are designed to be able to survive
longer, and spam spells to help you debuff/disable the boss. They don't deal
very high damage, so that you are still the main actor.
Changes to Spells
All spells which deal damage on enemy, will have an additional effect:
If an enemy is killed by a spell, it will be thrown into the air for a
brief moment, for better ragdoll effect! (just like Titan Quest!)
1) Backup your heroes save files!
2) Browse to [sacred 2 installation directory]\scripts\.
3) Backup the following files:
4) Overwrite the original files with the files included in "Install Scripts"
***DON'T LOG INTO GAME YET***
***READ POSSIBLE PROBLEM SECTION***
Due to major changes and overwriting of "shared\spells.txt", the first time
loading after this installation, will be slightly longer. Mileage might vary
according to your computer spec.
Due to major changes and overwriting of "shared\spells.txt", MAYBE/MAYBE NOT
you will encounter the following "weirdness":
After you log into game, none of the monsters/npcs/characters can move.
This is the solution:
After installation, DO NOT play the game using the same difficulty.
Example, if you are now in SILVER difficulty, just change it to BRONZE or
anything else except SILVER.
You will be able to load successfully into game and everything will be fine.
After that, just "Save and Exit", and log back to your desired difficulty.
You only need to do this ONCE,
no matter how many different characters you have,
no matter how many difficulty you have unlocked,
no matter whatever...
only one time, and everything can be proceeded like normal.
That's all for the weirdness.
Please refer to "Feedback" section if you encounter anything more than this.
All heroes will cast CA whenever they can, except one class: Inquisitor.
I am unable to find an existing AI that will make it cast any CA.
I need to create a custom AI to make it cast CA, which will be included in
Your feedback is very important to me!
I need to know if you encounter any problem or error, so that my mod will not
waste other player's time! I'll try to fix all bug as soon as possible, but
usually I am not available until weekends
If you successfully loaded and saw those heroes in action, you are welcome to
post a screenshot or two! Press "P" to pause, turn your camera around for the
best shot! Or keep tapping "P" to see all of them in slow-mo!
Please post your bug report at the following thread:
Suggestions and comments are welcome too!
Or, if you need some small tweaks, you can ask and I'll try to include it in the
main forum thread, so that everyone will be benefited.
In this release, I have added some skills/bonuses to all spawned heroes and
minions. But I am not sure if they are "balanced". So probably they are
overpowered, or maybe they are underpowered...not sure. Let me know if you
feel they are too strong or too weak.
I hope to achieve fine balance around version 1.0 (out of beta).
Following is the list of CA available to heroes (9 CAs each):
Gust of Wind
Heroes should be balanced with proper CA/Skills/Bonuses.
Add/Adjust spawn points.
1.1 to 1.9
Solves minor annoyances, add/adjusts spawn, fine-tuning balance.
After which, ancient lurker (that's me) will creep back into its abyss once
By Llama8Kindly updated by Flix for CM v 160 (with a few typos corrected for good measure. ).
This is a mod for the Community Patch, so you will need to have installed that first, you will also need to download & install Generic Mod Enabler in order to install the mod.
Currently the mod changes several of the Temple Guardian CAs, future versions will change other classes CAs.
v0.1 changes several of the Temple Guardian CAs:
Temple Guardian Combat Arts:
Devout Guardian aspect.
Combat Alert now affects ranged weapons as well as melee, even without the Assualt mod.
T-energy Shroud Recharge mod per-level bonus has been trippled (from 3 + 1 per level to 3 + 3 per level)
Lost Fusion aspect.
Amplifying Discharge now has 100% chance of 3 rebounds at level 1, the mods have also been changed
mod 1a - Spectral Ammunition, additional magic damage (28 + 14 per level)
mod 1b - Knockout, chance to stun (19.8% + 2% per level)
mod 2a - Viral Load, additional poison damage (24 + 14 per level)
mod 2b - Explosive Shot, chance to damage nearby opponents (59.5% + 5% per level)
mod 3a - Incendiary Payload, additional fire damage (24 + 14 per level)
mod 3b - Rubber Bullets, 3 additional rebounds.
Furious Emblazer is now Napalm. Napalm creates a burning field of fire which damages everything inside it for the duration.
mod 1a - Prolonged Burn, increased duration (+1 second +0.1s per level)
mod 1b - Accelerant, increased hits per second (from 1.3 hits/s to 2 hits/s + 0.1/sec per level)
mod 2a - Intensify, increased damage (+16 + 8 per level)
mod 2b - Incapacitate, chance to stun (10% + 0.2% per level)
mod 3a - Immolation, increased chance to ignite (+25% + 0.3% per level)
mod 3b - Elongate, increased Area of Effect (+100 + 10 per level, distance units, an increase of +50% + 10% per level)
Archimedes Beam is now Fusion Mine. Fusion Mine creates a trap at the target which does physical & fire damage to opponents each time they enter or leave it's Area of Effect.
mod 1a - Increased Yield, increased fire damage (21 + 10.5 per level)
mod 1b - Immolation, increased chance to burn (45% + 5% per level)
mod 2a - Fright, chance to cause fear (14.7% + .3% per level)
mod 2b - Shockwave, chance to knockback (9% + 1% per level)
mod 3a - Stellar Fury, increased chance to score a critical hit (9.8% + .2% per level)
mod 3b - Sunburn, deathblow (deathblow threshold 24% + 1% per level)
Propelled Levitation has been changed to a "eCAtype_m_move_go" CA (like the High Elf's Teleport), which should mean that the TG can use this to cross rivers & "no-go" areas.
The max jump distance has been increased 33% (from 750 to 1,000 distance units).
The damage Area of Effect area has been increased (from 200 + 0 per level to 300 + 10 per level).
The base fire damage has been increased (from 28 + 14 per level to 48 + 24 per level).
Mod 2b fire damage has been increased (from 14 + 7 per level to 24 + 12 per level).
Source Warden aspect.
Primal Mutation is now Primordial Annihilator. Primordial Annihilator does fire/magic damage over a very small Area of Effect.
mod 1a - Primal Fury, increased chance to score a critical hit (+14% + 1% per level)
mod 1b - Expansion, increased Area of Effect (+200 + 1 per level, distance units. This is a 100% increase)
mod 2a - Fusion, increased fire damage (+21 + 10.5 per level)
mod 2b - Incendiary, fire damage over time (40 + 15 per level)
mod 3a - Radiation, increased magic damage (+21 + 10.5 per level)
mod 3b - Radiation Burn, magic damage over time (40 + 15 per level)
Fiery Ember is now Elemental Fury. Elemental Fury does fire & ice damage over an area for a duration.
mod 1a - Slowdown, reduces affected opponents' attack speed (29.8% + .2% per level)
mod 1b - Furious Fire, increased fire damage (12.5 + 7.5 per level)
mod 2a - Inaccurate, reduces affected opponent's chance to hit (29 + 1 per level)
mod 2b - Intemperate Ice, increased ice damage (12.5 + 7.5 per level)
mod 3a - Wither, reduces stats of affected opponents (16.4% + .6% per level)
mod 3b - Penetration, increases TG's Spell Intensity (+18.5% + 1.5% per level)
Icy Evanesence is now Temporal Flux, a temporary team buff giving run speed & chance to evade.
mod 1a - Crushing Blow, increases weapon damage (17.5% + 2.5% per level)
mod 1b - Blue Shift, increases attack speed (9.5% + 0.5% per level)
mod 2a - Premonition, reduces opponent's chance to evade (9.7% + 0.3% per level)
mod 2b - Penetration, chance that attacks will disregard armour (29.5% + 0.5% per level)
mod 3a - Regenerative Flow, reduces Temporal Flux's cooldown (7.5s - 0.1s per 3 CA levels)
mod 3b - Piercing Blow, increases chance to score a critical hit (9.8% + 0.2% per level)
Untouchable Force is now Summon TG. Summon TG summon's an allied Temple Guardian to aid you in your fight. Summoned TG level is 1 + 1 per level.
mod 1a - Sharpened Blade, increases physical weapon damage (5 + 5 per level)
mod 1b - Elemental Deflection, increases TG's resistances (7.5 + 5.5 per level per element)
mod 2a - Enhanced Pneumatics, increased attack speed (19.8% + 0.2% per level)
mod 2b - Prototype Weapon, increased physical weapon damage (5 + 5 per level)
mod 3a - Advanced Coombat Algorithmics, increased attack & defence (25% + 5% per level)
mod 3b - Composite Armour, increased armour (7.5 + 5.5 per level per element)
v0.2 changes several of the Dragon Mage's CAs:
Dragon Magic aspect.
Dragon Form has different mods, the first mod of each tier now shifts the Dragon Mage into increasingly more powerful dragons
mod 1a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 1b - Wyrm's Fury - Tear your enemy limb from limb with the true power of a dragon (0% + 4% per level damage bonus)
mod 2a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 2b - Basilisk's Talon - Pierce even the toughest armour (5% + 0.5% chance to ignore armour)
mod 3a - Draconic channelling - Intent concentration allows the Dragon Mage to transform into a more powerful dragon
mod 3b - Dragon Soul'd - The Dragon Mage aligns his thought processes to the great drakes and is able to change his form more frequently (33% + 0.2% per level cooldown reduction)
Dragon Berserk is now Dragon's Wrath. Dragon's Wrath allows you to focus the wrath of a dragon into your melee & ranged attacks, enhancing your damage and chance to hit.
mod 1a - Basilisk's Talon - Pierce even the toughest armour (
mod 1b - White Dragon's Favour - Gaining the favour ofa White Dragon allows the Dragon mage to channel the fury of the North (
mod 2a - Vulnerability - Dragons often do more damage then their foes expect (
mod 2b - Vampire - A dragon's attack can drain the very life force from a foe (
mod 3a - Dragon's Fury - A dragon's fury is great indeed, so much so that they often smite opponents nearby their target (
mod 3b - Dragon Sight - A dragon's sight is keen & enemies cannot evade their wrath (
Eternal Flame has had fire damage added (7 + 7 per level) in addition to the normal damage over time
Elemental Magic aspect.
Whirlwind now does physical + ice damage (30 + 15 per level per element), previously it did pure physical (50 + 25 per level)
mod 3a - Disorientate - The constant buffetting distracts opponents & makes it harder for them to hit the Dragon Mage (50 + 2 per level)
Magic Barrier is now Armageddon. Armageddon rains down fiery death from the sky. This spell drops 255 meteors (the cap) over 17 seconds with a radius of ~5.7m, it is strongly advised to disable screen shake in the customoptions.txt file before using the spell. There is also a display bug where the damage on the tooltip is roughly 1/10 of the actual damage done per rock.
mod 1a - Hellfire - Burn your enemies with the fires of creation (16.9 + 5.6 per level fire damage)
mod 1b - Devastation - The fires of creation sometimes find a chink in your opponents armour & deal additional damage (9.9% + 0.1% per level chance to critical hit)
mod 2a - Arcane Fire - Tear your opponents apart with eldritch energies (16.9 + 5.6 per level magic damage)
mod 2b - Tempest - Increase the torrent of Death From Above (+10.5 hits per second, +70%, reduces the duration from 17 seconds to 10 seconds)
mod 3a - Nickel-Iron Core - Crush your foes with really big rocks (16.9 + 5.6 per level physical damage)
mod 3b - Explosive - Sometimes the rocks explode on impact (+50% chance for splash damage)
Destroyer has the damage type changed to fire & a chance for knockback (50% + 1% per level)
Protector has had it's AI changed such that it will now cast the CAs that Ascaron gave it, as well as a brand new root CA (dm_protector_root in spell.txt if you wish to look it up). The new root CA has the following tokens/stats:
Duration of 10 seconds + 0.5 seconds per level
Range of 50 (0.285m, this is the same as an unmodded Tangling Vines, so it will sometimes "miss" moving targets)
0.8 + 0.02 per level hits per second
30 + 15 per level physical damage
20% + 0.3% per level chance to stun
Combat Trance is now Psychic Hammer. Psychic Hammer damages and stuns enemies in a small area for a short duration.
mod 1a - Reverberation - The blow from Psychic Hammer is so intense that it echos on for several seconds (1 hit per sec)
mod 1b - Psychic Force - Intent concentration increases the force of the psychic blow (25 + 12.5 per level physical damage)
mod 2a - Hammer Blow - Wounded opponents often don't survive even a single Psychic Hammer (25% + 0.5% per level Deathblow)
mod 2b - Concussion - The blow can be so intense that it knocksback opponents (33% chance to knockback)
mod 3a - Confuse - Those affected by Spychic Hammer can often find it hard to concentrate during battle (16.7 + 0.4 opponent CA regen)
mod 3b - Debilitate - If Psychic Hammer hits the right areas of the brain an opponent can be left feeling nauseous and weak (10% + 0.2% per level opponent stat debuff)
By czevakThe Community Patch for the Sacred 2 Fallen Angel Ice & Blood PC game works with versions 2.65.1 and up:
Current version is: 0160 Hotfix released December 18th, 2017.
Currently supported Languages include: English, German, French, Spanish, Italian, Russian, Polish, Hungarian, and Czech. If you want to help with localization for your language not mentioned above, feel free to contact us via: E-Mail
Info below from DarkMatters.org by czevak
What does the CM-Patch actually do?
Marcuswob is mainly working on the questscripts. Main goal is to have a proper(!) questlog, and tweaking some quest-flow as we find it better/more consistent to play. Also reactivation of unused quests and complementing some unfinished new ones has been and will be done if possible.
I am pretty much working on all of the other stuff. (Items, Bosses, Monsters, odds and ends...) This includes unlocking Stuff thats already finished, but did for some obscure reason not make it to the game. That's the easiest part. Completing unfinished items, some legendaries and uniques or the T-energy-sets (= wrappings of mutation. ) takes a lot more time. Also balancing of bosses, items and spells is time consuming and we need a big crew of beta testers!
We already fixed and included in the Patch: Unlocking XMAS-Island, Fistweapons, Throwing Potions, New Sets for TG, SW and all other Chars, New Uniques, New Legendaries, New Quests, fixed the "Arkenmarks Refuge" Dungeon, Unlock Items can drop regularly, unavailable Shrinkheads can drop now and various other fixes and additions too numerous to mention all here. Just read a bit in the thread.
Before you proceed to Download, there is some legal stuff to mention (you know how it is. ):
DISCLAIMER - This is a private, non-profit patch for the amazing Sacred 2 community. Use it at your own risk. We are not responsible for any damage to chars, data or hardware, that (may) arise or issue from using this product. Old characters are NOT COMPATIBLE. For best results, you should create new characters when playing with the Community Patch. Expect broken quests and items if you use character created before CM 1.60.
The ZIP includes two files: cm-enable.exe which is used for installing the CM-Patch, and cm-disable.exe which removes it and restores your previous version of Ice & Blood.
Developers: Marcuswob, Czevak, LazyTomcat, Pesmontis, Silver Fox, Dimitrius154, Flix
Thanks to all bug reporters, testers, and translators. Your contributions, discussion, and feedback helped make the patch what it is today.
Special thanks to Mr. Norbyte for his tool which was vital in solving many animation problems.
>>Downloadable 1.60 Change Log<<